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- New abilities:
- Attacks that deal more damage the more health a unit has
- Attacks that deal more damage the more units are in the square
- Frenzied Charge: temporary speed boost and attack bonus, counterattack and defense penalty
- Bleeds need to be more substantial.
- Fierce Strike acts strangely.
- Powerful Swing -> Precise Strike -> this ability feels lackluster.
- Pike: Reduce passive defense, increase Braced Spear defence by a lot. Two handed.
- Lord Hammers need to drop speed more.
- Switch the two axe abilities
- Spears don't provoke counterattacks?
- <hairrorist> The counter would be a unit with very high movement
- <kenata> Its good that you are thinking this way
- <hairrorist> which, by the way, let me know what you think of this
- <hairrorist> I was thinking about attaching a "Heroic Charge" ability to mounts
- <kenata> ok so you have outlined the first two new roles
- <kenata> Defender and anti defender
- <hairrorist> That would give a huge movespeed bonus
- <hairrorist> an attack bonus
- <hairrorist> and a huge counterattack penalty
- Archery buff: unit density increases attack
- Powerful swings has limited tactical application.
- changing self targets to range 0
- Bleeds add a debuff.
- In the meantime, our complete list for .7
- 1) Ensure that all abilities work.
- 2) Ensure all abilities provide more complex tactical considerations (Powerful & Bleeds, notably)
- 3) Alternate attacks for all weapons (if possible)
- 4) Archery scaling off unit density
- 4) all dmg scaling off unit density
- 5) Effects based on percentages
- Club:
- Alt) Unbalancing Swing: +20% damage/-20% attack
- Ult) Club Smash: 150% damage
- Staff:
- Alt) Rest
- Ult) movement bonus
- War Staff
- Alt) Rest
- Ult) +30% defense, +30% counter
- Dagger:
- Alt) Bleed: applies 3 point bleed and 20% attack debuff.
- Ult) Throw: two square ranged attack, applies the bleed and the debuff, does true damage, subtracts weapon's attack modifier from attacker
- bleed scales .25 damage per troop number
- Oak Spear:
- Alt) Fortify
- Ult) Pierce: 30% attack true damage
- Boar Spear
- Alt) Rest
- Ult) Braced Spear
- Shortsword:
- Alt) Passive counterstrike bonus
- Ult) Flurry: Doublestrike, attack bonus -> attack bonus boosts counterstrike bonus further
- Warhammer:
- Alt) Armor Cracker: 5% defense penalty scaling with troop count
- Ult: Disorienting strike
- Battlehammer:
- Alt) +50% att -30% def and no counter - Windup
- Ult: Knockback
- Lord Hammer:
- Alt)
- Ult) Skullcracker: Full damage, knockback, no counterattack for one round.
- Axe:
- Alt) Deep Gash, attack scales with the health of the target, dealing less damage than a normal attack to low health units. This needs to be divided by the number of units in a troop, so that it scales based on the hitpoints of an actual single unit. I will not be able to code this, I'm just not good enough with the tools yet.
- Ult) Bleeding Strike
- Ult) Fierce Strike
- Battle Axe
- Alt) Windup
- Ult) Decapitate DefendableDamage = Curhealth - (HP/troopcount)
- Pike
- Alt) Impale: Roots both units for two rounds, applies bleed to target
- Ult) Braced Spear defense = 2(Defense + attack)
- Shortbow
- Alt) Suppressive Fire (5% attack modifier)
- Ult) Special Ordinance
- Longbow
- Alt) Barrage: 1/2 strength attack in a 3x3
- Ult) Snipe
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